Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries

ABSTRACT

In some embodiments, the instant invention provides for a computer system that includes at least one server and software stored on a computer readable medium accessible by the at least one server; at least one database accessible by the at least one server and is configured to store the game data of the at least one personalized game; a plurality of specifically programmed input devices, where the at least one server, the at least one database and the plurality of specifically programmed input devices are connected through a computer network; where the plurality of specifically programmed input devices are at least a thousand of specifically programmed input devices; and where the at least one server is configured to manage, in real-time, the at least a thousand of specifically programmed input devices.

RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.15/724,703; filed Oct. 4, 2017’ entitled “COMPUTER SYSTEMS ANDCOMPUTER-IMPLEMENTED METHODS FOR CONDUCTING AND PLAYING PERSONALIZEDGAMES BASED ON VOCAL AND NON-VOCAL GAME ENTRIES” which is a continuationof U.S. patent application Ser. No. 15/404,869′ filed Jan. 12, 2017;entitled “COMPUTER SYSTEMS AND COMPUTER-IMPLEMENTED METHODS FORCONDUCTING AND PLAYING PERSONALIZED GAMES BASED ON VOCAL AND NON-VOCALGAME ENTRIES” which is a continuation of U.S. patent application Ser.No. 14/532,929; filed Nov. 4, 2014; entitled “COMPUTER SYSTEMS ANDCOMPUTER-IMPLEMENTED METHODS FOR CONDUCTING AND PLAYING PERSONALIZEDGAMES BASED ON VOCAL AND NON-VOCAL GAME ENTRIES” which claims thepriority of U.S. Patent Appln. No. 61/899,442; filed Nov. 4, 2013;entitled “COMPUTER-IMPLEMENTED METHODS AND COMPUTER SYSTEMS RELATED TOCONDUCTING AND PLAYING GAMES SUCH AS LOTTERY GAMES,” which areincorporated herein by reference in their entirety for all purposes.

TECHNICAL FIELD

In some embodiments, the instant invention is related to computermethods/systems to conduct and play games.

BACKGROUND

In computer science and electrical engineering, speech recognition isthe translation of spoken words into text. Speech recognition is alsoknown as “automatic speech recognition” (ASR), “computer speechrecognition”, or “speech to text” (STT). Speech recognition applicationsinclude voice user interfaces such as voice dialing (e.g., “call home”),call routing (e.g., “I would like to make a collect call”), domoticappliance control, search (e.g., find a podcast where particular wordswere spoken), simple data entry (e.g., entering a credit card number),reparation of structured documents (e.g., a radiology report),speech-to-text processing (e.g., word processors or emails), andaircraft (typically termed Direct Voice Input). The term “voicerecognition” or “speaker identification” refers to identifying thespeaker, rather than what they are saying. Recognizing the speaker cansimplify the task of translating speech in systems that have beentrained on a specific person's voice or it can be used to authenticateor verify the identity of a speaker as part of a security process.

SUMMARY OF INVENTION

In some embodiments, the instant invention provides for a computersystem, including: a) at least one server and software stored on acomputer readable medium accessible by the at least one server; wherethe software is at least configured to: i) generate, in real-time, gamedata of at least one personalized game based, at least in part, on atleast one data source, where the at least one data source is identifiedby at least one user, where the at least one data source includes valuescorresponding to at least one of the following parameters: 1) at leastone meteorological condition of at least one particular locality, 2) atleast one sports-related statistic, 3) at least one geographicdescriptors, 4) at least one financial statistic, 5) at least onestatistic regarding at least one activity of the at least one user,being derived from a personal portable computer device of the at leastone user, 6) at least one statistic regarding information being storedon the personal portable computing device of the at least one user, or7) any combination thereof, ii) receive, in real-time, game input fromthe at least one user to play the at least one personalized game, iii)determine, in real-time, an outcome of playing the at least onepersonalized game by the at least one user, and iv) output, inreal-time, the outcome of playing the at least one personalized game tothe at least one user; b) at least one database accessible by the atleast one server and is configured to store the game data of the atleast one personalized game; c) a plurality of specifically programmedinput devices, where each specifically programmed input device isconfigured to: 1) receive, in real-time, a vocal input from at least oneuser; 2) dynamically determine, in real-time, at least one voicecharacteristic of the vocal input from the at least one user, based, atleast in part, on at least one of: (i) a duration of the vocal inputtime, and (ii) an intensity of at least one waveform, where theintensity of at least one waveform is calculated based, at least inpart, on at least one of: (1) a periodic vibration of vocal folds of theat least one user, and (2) an aperiodic sound produced by turbulence ata constriction in a vocal tract of the at least one user; 3) dynamicallydetermine, in real-time, at least one first game entry for the at leastone personalized game, based, at least in part, on the at least onevoice characteristic of the vocal input of the at least one user; 4)receive, in real-time, non-vocal input from the at least one user; 5)dynamically determine, in real-time, at least one second game entry forthe at least one personalized game, based, at least in part, on thenon-vocal input of the at least one user; 6) where the at least onefirst game entry, the at least one second game entry, or both identifythe at least one data source for the at least one personalized gamebeing generated by the software of the at least one server; where the atleast one server, the at least one database and the plurality ofspecifically programmed input devices are connected through a computernetwork; where the plurality of specifically programmed input devicesare at least a thousand of specifically programmed input devices; andwhere the at least one server is configured to manage, in real-time, theat least a thousand of specifically programmed input devices.

In some embodiments, the at least one personalized game is a lotterygame. In some embodiments, the specifically programmed input device is apersonal portable computing device.

In some embodiments, the at least one server is further configured to:determine at least one well-being condition of the at least one userbased, at least in part, on the at least one voice characteristic of thevocal input of the at least one user, wherein the at least onewell-being condition is a condition selected from the group consistingof: tiredness, anxiety, intoxication, a measurable psychologicalcondition, a measurable physiological condition, or any combinationthereof; determine an ability of the at least one user to play the atleast one personalized game based, at least in part, on the at least onewell-being condition of the at least one user; and deliver at least onealert to the at least one user based, at least in part, on the abilityof the at least one user to play the at least one personalized gamebeing determined from the at least one well-being condition of the atleast one user.

In some embodiments, the at least one server is further configured toterminate the at least one personalized game when the at least onewell-being condition is a condition selected from the group consistingof: tiredness, anxiety, intoxication, a measurable psychologicalcondition, a measurable physiological condition, or any combinationthereof.

In some embodiments, each specifically programmed input device isfurther configured to: a) receive at least one payment parameter fromthe at least one user, and b) obtain at least one payment based on theat least one payment parameter being received from the at least oneuser.

In some embodiments, the at least one payment parameter includes atleast one instruction to play the at least one personalized game when apredetermined threshold set by the at least one user is reached, wherethe predetermined threshold identifies at least one of: a predeterminedprize amount, a predetermined wallet balance, a predetermined period oftime elapsed since a previous game, or any combination thereof.

In some embodiments, the at least one server is further configured tocombine the at least one first game entry, the at least one second gameentry, or both, with at least one third game entry being received fromat least one other user to play the at least one personalized game ofthe at least one user.

In some embodiments, the instant invention provides for a computermethod that includes: a) generating, by software, in real-time, gamedata of at least one personalized game based, at least in part, on atleast one data source, where the at least one data source is identifiedby at least one user, where the at least one data source includes valuescorresponding to at least one of the following parameters: 1) at leastone meteorological condition of at least one particular locality, 2) atleast one sports-related statistic, 3) at least one geographicdescriptors, 4) at least one financial statistic, 5) at least onestatistic regarding at least one activity of the at least one user,being derived from a personal portable computer device of the at leastone user, 6) at least one statistic regarding information being storedon the personal portable computing device of the at least one user, or7) any combination thereof, b) receiving, by at least one server, inreal-time, game input from the at least one user to play the at leastone personalized game, c) determining, by the at least one server, inreal-time, an outcome of playing the at least one personalized game bythe at least one user, and d) outputting, by the at least one server, inreal-time, the outcome of playing the at least one personalized game tothe at least one user; e) receiving, by a specifically programmed inputdevice, in real-time, a vocal input from at least one user; f)dynamically determining, by the specifically programmed input device, inreal-time, at least one voice characteristic of the vocal input from theat least one user, based, at least in part, on at least one of: (i) aduration of the vocal input time, and (ii) an intensity of at least onewaveform, where the intensity of at least one waveform is calculatedbased, at least in part, on at least one of: (1) a periodic vibration ofvocal folds of the at least one user, and (2) an aperiodic soundproduced by turbulence at a constriction in a vocal tract of the atleast one user; g) dynamically determining, by the specificallyprogrammed input device, in real-time, at least one first game entry forthe at least one personalized game, based, at least in part, on the atleast one voice characteristic of the vocal input of the at least oneuser; h) receiving, by the specifically programmed input device, inreal-time, non-vocal input from the at least one user; i) dynamicallydetermining, by the specifically programmed input device, in real-time,at least one second game entry for the at least one personalized game,based, at least in part, on the non-vocal input of the at least oneuser; where the at least one first game entry, the at least one secondgame entry, or both identify the at least one data source for the atleast one personalized game being generated by the software of the atleast one server.

In some embodiments, the at least one personalized game is a lotterygame. In some embodiments, the specifically programmed input device is apersonal portable computing device.

In some embodiments, the computer method further includes: determining,by the at least one server, at least one well-being condition of the atleast one user based, at least in part, on the at least one voicecharacteristic of the vocal input of the at least one user, where the atleast one well-being condition is a condition selected from the groupconsisting of: tiredness, anxiety, intoxication, a measurablepsychological condition, a measurable physiological condition, or anycombination thereof; determining, by the at least one server, an abilityof the at least one user to play the at least one personalized gamebased, at least in part, on the at least one well-being condition of theat least one user; and delivering, by the at least one server, at leastone alert to the at least one user based, at least in part, on theability of the at least one user to play the at least one personalizedgame being determined from the at least one well-being condition of theat least one user.

In some embodiments, the computer method includes: terminating, by theat least one server, the at least one personalized game when the atleast one well-being condition is a condition selected from the groupconsisting of: tiredness, anxiety, intoxication, a measurablepsychological condition, a measurable physiological condition, or anycombination thereof.

In some embodiments, the computer method includes: a) receiving, by thespecifically programmed input device, at least one payment parameterfrom the at least one user, and b) obtaining, by the specificallyprogrammed input device, at least one payment based on the at least onepayment parameter being received from the at least one user.

In some embodiments, the at least one payment parameter includes atleast one instruction to play the at least one personalized game when apredetermined threshold set by the at least one user is reached, wherethe predetermined threshold identifies at least one of: a predeterminedprize amount, a predetermined wallet balance, a predetermined period oftime elapsed since a previous game, or any combination thereof.

In some embodiments, the computer method includes: combining, by the atleast one server, the at least one first game entry, the at least onesecond game entry, or both, with at least one third game entry beingreceived from at least one other user to play the at least onepersonalized game of the at least one user.

BRIEF DESCRIPTION OF THE DRAWINGS

The present invention will be further explained with reference to theattached drawings, wherein like structures are referred to by likenumerals throughout the several views. The drawings shown are notnecessarily to scale, with emphasis instead generally being placed uponillustrating the principles of the present invention. Further, somefeatures may be exaggerated to show details of particular components.

FIG. 1 illustrates some embodiments of the inventive system of thepresent invention, showing network servers communicating with clientdevices by use of a network.

FIG. 2 illustrates some embodiments of the inventive system of thepresent invention, showing a computer and network architecture thatsupports the inventive system.

FIG. 3 illustrates some embodiments of the inventive system of thepresent invention, showing a cloud system supporting the inventivesystem.

FIG. 4 illustrates some embodiments of the inventive system of thepresent invention, showing the cloud systems supporting the inventivesystem and allowing a delivering and receiving of information to and/orfrom cloud clients.

In addition, any measurements, specifications and the like shown in thefigures are intended to be illustrative, and not restrictive. Therefore,specific structural and functional details disclosed herein are not tobe interpreted as limiting, but merely as a representative basis forteaching one skilled in the art to variously employ the presentinvention.

Among those benefits and improvements that have been disclosed, otherobjects and advantages of this invention will become apparent from thefollowing description taken in conjunction with the accompanyingfigures. Detailed embodiments of the present invention are disclosedherein; however, it is to be understood that the disclosed embodimentsare merely illustrative of the invention that may be embodied in variousforms. In addition, each of the examples given in connection with thevarious embodiments of the invention which are intended to beillustrative, and not restrictive.

DESCRIPTION OF EXEMPLARY EMBODIMENTS

Among those benefits and improvements that have been disclosed, otherobjects and advantages of this invention will become apparent from thefollowing description taken in conjunction with the accompanyingfigures. Detailed embodiments of the present invention are disclosedherein; however, it is to be understood that the disclosed embodimentsare merely illustrative of the invention that may be embodied in variousforms. In addition, each of the examples given in connection with thevarious embodiments of the invention which are intended to beillustrative, and not restrictive.

Throughout the description, the following terms take the meaningsexplicitly associated herein, unless the context clearly dictatesotherwise. The phrases “in one embodiment” and “in some embodiments” asused herein do not necessarily refer to the same embodiment(s), thoughit may. Furthermore, the phrases “in another embodiment” and “in someother embodiments” as used herein do not necessarily refer to adifferent embodiment, although it may. Thus, as described below, variousembodiments of the invention may be readily combined, without departingfrom the scope or spirit of the invention.

In addition, as used herein, the term “or” is an inclusive “or”operator, and is equivalent to the term “and/or,” unless the contextclearly dictates otherwise. The term “based on” is not exclusive andallows for being based on additional factors not described, unless thecontext clearly dictates otherwise. In addition, throughout thespecification, the meaning of “a,” “an,” and “the” include pluralreferences. The meaning of “in” includes “in” and “on.”

It is understood that at least one aspect/functionality of variousembodiments described herein can be performed in real-time anddynamically. As used herein, the term “real-time” means that anevent/action can occur instantaneously or almost instantaneously in timewhen another event/action has occurred.

As used herein, the term “dynamic(ly)” means that an event/action thatcan occur without any human intervention. The event/action may be inreal-time and/or hourly, daily, weekly, monthly, etc.

While examples provided in the description are primarily directed toplaying and conducting lottery games, those examples are not restrictiveand other types of wager and non-wager games can be played and/orconducted in accordance with the principles of the exemplary embodimentsof the instant invention that are disclosed herein.

1. Examples Related to Computer-Implemented Methods for Receiving GameData/Selections from Player(s)

In some embodiments, when playing on interactive channels (internet,mobile/tablet, itv, self-service terminals in a retail establishment,etc.), the instant invention allows a plurality of methods thatplayer(s) can utilize, whether each method separately or in combinationwith others, to complete game data required to complete an entry into,for example, a lottery drawing. In some embodiments, player(s) canutilize the plurality of methods to supply game data that is typicallyhand-written on a game coupon (e.g., a lottery coupon/ticket). Forexample, in accordance with some embodiments of the instant invention,player(s) utilize one or more methods, based at least in part oncharacteristic(s) of player(s)' voice, to submit game data for a singlegame (e.g., lottery) entry (e.g., selecting numbers for a lottery entrybased at least in part on characteristic(s) of player(s)' voice).

In some embodiments, the instant invention can utilize specificallyprogrammed input device(s) (e.g., Siri interface of Apple iPhone) whichreceive/recognize players(s)' voice waveform, frequency, tone, pitch,and vocal resonation, and which assist players(s) to select numbersbased at least in part on received/recognized characteristic(s) ofplayer(s)' voice (e.g., selecting a first number if player's voice has afirst tone and select a second number of player's voice changes to asecond tone).

In some embodiments, the instant invention can utilize specificallyprogrammed input device(s) that recognize characteristic(s) ofplayers(s)' voice to ensure certain playing behavior (e.g., policingrules of a personalized game). For example, in some embodiments, theinstant invention can utilize specifically programmed input device(s)that recognize characteristic(s) of players(s)' voice to monitorresponsible gaming and prohibiting the sale of tickets, and/or producewarning messages, if the a player sounds tired, anxious, drunk, and/orexpresses any other measured psychological and/or physiologicalcondition(s) which is recognized as not being favored and/or beingprohibited based on rule(s) of the game itself and/or rules of any3^(rd) party(ies) whose rules the game operator desires and/or isobligated to abide by.

For example, some embodiments of the instant invention can utilizeprinciple that, typically, a voice's waveform is a multi-dimensional(e.g., 2 dimensional) representation of a sound. For example, the twodimensions in a waveform display are time and intensity (e.g., thevertical dimension is intensity and the horizontal dimension is time).Typically, the intensity dimension actually displays sound pressure,which is a measure of the tiny variations in air pressure that humansare able to perceive as sound. For example, the greater the change inpressure, the louder the sound that humans hear. For example, intensityand pressure are physical measurements of sound amplitude whilstloudness is a psychological or perceptual measurement. In someembodiments, the variations in air pressure, relative to atmosphericpressure, are very tiny indeed, ranging from 1/5,000,000 of atmosphericpressure for the sounds humans can just hear to about 1/1,000 ofatmospheric pressure for very loud sounds. Typically, sound intensity isoften quoted in deciBels (dB), which is a logarithmic scaling of soundpressure or intensity and approximates the way the ear and brain rescalesound amplitude. In some examples, intensity of some waveforms isrecorded/recognized as a simple linear scaling of sound pressure. Insome embodiments of the instant invention can rely on one or more ofwaveforms and source characteristics that results from two types ofspeech sound source:

i) periodic vibration of the vocal folds resulting in voiced speech, and

ii) aperiodic sound produced by turbulence at some constriction in thevocal tract resulting in voiceless speech.

Typically, the above two sound sources are modified by thefrequency-selective (filtering) effects of different vocal tract shapesto produce the various sounds of speech. In some examples, the voicedsource can be filtered (“modulated”) by the position of the tongue, lipsand/or velum to produce all of the vowels as well as the various voicedconsonants. In some examples, the aperiodic sources can be filtered toproduce various unvoiced speech sounds based on the position of theconstriction that produces the turbulence. In some examples, speechsounds result from the mixture of both voiced and unvoiced soundsresulting in, for example, voiced fricatives.

In some embodiments, the instant invention can combine inputs of aportion of game data based on characteristic(s) of the voice withanother portion of game data obtained by other input methods (e.g.,player writes game information (e.g., numbers on a piece of paper or padand an input device utilizes an Optical Character Recognitiontechnology(ies) (OCR) to acquire/receive the written portion of gamedata).

2. Examples Related to Computer-Implemented Methods for Selection ofGame Data (e.g., Numbers for a Lottery Entry) for Player(s) Based onNumerous Permutations of Player(s)' Predetermined and/or Ad Hoc SelectedSource(s) of Data and Predetermined and/or Ad Hoc Defined Rule(s)

In some embodiments, the instant invention utilizes computer-implementedmethods to allow player(s) to select game data (e.g., numbers for alottery entry) based at least in part on numerous permutations ofplayer(s)' predetermined and/or ad hoc selected source(s) of data andpredetermined and/or ad hoc defined rule(s). For example, the inventivesystems of the instant invention can be programmed to assist player(s)in a so-called Quick Pick number generation in Quick Pick-type lotterygames.

For example, player(s) can predetermine and/or ad hoc select numeroussource(s) of data which the programmed computer systems of the instantinvention will utilize to select numbers for playing lottery games. Forexample, player(s) can predetermine and/or ad hoc identify at least oneof the following source(s) of so-called “real world” and/or physicaldata:

1) meteorological measurement(s) (e.g., in a user/player-specifiedlocation (e.g., hometown, current location, arbitrary location based ona rule set by player(s)); meteorological measurement(s) may measure, butare not limited to: temperature, humidity, wind speed, sun index, etc.;meteorological measurement(s) may be expressed in actual values (e.g.,current temperature, temperature at 10 PM yesterday, etc), statisticalvalues (min, max, average, median and others measured over apredetermined and/or ad hoc period of time), or both;

2) sports-related input(s); for example, but are not limited to: minutesin which events occur in specific match(es), match(es) of favoriteteam(s), numbers of sportspersons of a particular team that are involvedin specific event(s) (e.g., who scores, who starts the match, who issubstituted, etc.), score(s) in specific match(es), score(s) in specificperiod(s) of time during sport event(s), any similarly suitablestatistics about a sporting event, a sportsperson or both;

3) location-based information generated/acquired from the player(s)phone and/or other portable device (e.g., GPS location, movements, GPSlocation of favorite spot(s), most visited spot(s), spots where an evenlike a hotel/transportation check-in occurred, etc.);

4) financial transaction(s)/value(s) (e.g., exchange rate(s) forpredetermined currency(ies), price(s) of stock(s), futures indexes,market indexes (e.g., S&P500);

5) suitable statistics gathered about player(s) everyday activity(ies)(e.g., phone-based statistics (e.g., number of calls/emails/SMSs/socialmedia messages (e.g., retweets) sent/received during a predeterminedtime period;

6) suitable statistics based at least in part on association between,for example, the phone-based statistics with birthday information forrespective contact(s);

7) suitable permutation of two or more of the above data sources; and

8) etc.

In some embodiments, the instant invention allows player(s) topredetermine and/or identify on ad hoc basis at least one rule for eachsource of data. In some embodiments, the instant invention randomlygenerates game data from particular source(s) of data. In someembodiments, the instant invention generates game data based oncombination of random generation and at least one rule that ispredetermined or identified on ad hoc basis by player(s).

In some embodiments, the programmed systems of the instant inventionallow player(s) to rank and/or automatically ranks player(s)'preferences for source(s) of data to be utilized for the game dataand/or player(s)' rules on how to manipulate/utilize data to come upwith the game data.

3. Examples Related to Computer-Implemented Methods for AutonomousSelection of Game Data (e.g., Numbers for a Lottery Entry) and/orAutonomous Playing Games(s) Based on Predetermined and/or Ad HocFlexible Rules

In some embodiments, the instant invention player(s) to utilizeautonomous computer programs/modules to autonomously perform at leastone game related activity or all game related activity(ies) on behalf ofplayer(s) after they set one or more rules that govern the autonomousaction(s). In some embodiments, the autonomous computer programs/modulesof the instant invention can be an Internet bot, also known as webrobot, WWW robot or simply bot, which is a software application thatruns automated tasks over the Internet. Typically, bots perform tasksthat are both simple and structurally repetitive, at a much higher ratethan would be possible for a human alone. In some embodiments, theautonomous computer programs/modules of the instant invention behave inaccordance with business rule(s) which are set by player(s) in order toperform an automated action (e.g., a rule directing a software toautomatically purchase a coupon for a personalized game (e.g., a QuickDraw lottery ticket) on behalf of player(s) when all the prerequisiteconditions of the set rule(s) are satisfied. For example, in someembodiments, the autonomous computer programs/modules of the instantinvention can be programmed by players in accordance with at least oneof the following parameters:

Applicability: allowing player(s) to: select one or more games to whichthe rules apply, select period(s) of active time, select paymentcondition(s) (e.g., e-wallet content test—e.g., purchase 1 coupon ife-wallet had 5 dollar, and purchase 5 coupons if e-wallet has 20dollars), select data sources/conditions/rules (e.g., player(s)' ownpast results, game's historical statistics (e.g., last draw, statistics,statistics over a period of time, etc.);

Qualification: allowing player(s) to select when the rule should beapplied—e.g., in every new draw, every other draw, once a month, whenjackpot is above or below a threshold, when there was no winner in theprevious draw, etc.;

Action: allowing player(s) to select action(s) to be performed—e.g.,play all coupons, play some coupons based, for example, on whethercoupon(s) include(s) player(s)' favorite numbers, whether the couponsare saved coupons, whether the coupons include previous draw numbers,whether the coupons are quick picks either totally random based on arandom numerical generator (RNG) or produced in accordance withprinciples of the instant invention as, for example, detailed inexamples of the second type above.

Limits: allowing player(s) to define how much money should be spent, orhow many columns should be submitted, etc.;

Additional rule(s): for example, allowing player(s) to define multi-foldactivities such as:

1) when player(s)' quick pick strategy(ies) result in a list of, forexample, 10 coupons/tickets, and the purchasing limit is set to playautomatically only 5 coupons/tickets

2) the programmed software robot stores the remaining 5 unusedcoupons/tickets in player(s)' account or a wishlist-type of structurefor future use such as in accordance with principles of the instantinvention as, for example, further detailed.

Links to loyalty system of other promotions: allowing player(s) to setcondition(s) that, for example, result in the programmed softwarerobot(s) applying for promotions when specific conditions fromplayer(s)'s loyalty account are valid and/or link to a specificpromotion.

The below example illustrates how player(s) can define more and morecomplex rules by setting additional conditions that the programmedsoftware robot(s) must follow:

Rule #1: If the jackpot for the next draw of powerball is above $10Million, then play 3 quick pick selections for me for the next draw;

Rule #2: If the jackpot for the next draw of powerball is above $10Million, then create a list of quickpicks based on my quick pickpreferences (setting relevant to no. 2 above) and then select at randomto play them up to a maximum of 50% of my wallet account balance if thatis above $30 or with no maximum if my wallet account balance is belowthat amount;

Rule #3: If the jackpot for the next draw of powerball is above $10Million OR if my account balance is above $30 OR if I had any winningsfrom this game in the last draw THEN play first my favorite coupons andthen a number of quick picks up to a total of $30;

Rule #4: If I have won less than $20 in the previous powerball draw thenspend all of it in the next draw to buy quick picks unless my totalwallet balance is less than $50;

Rule #5: If I am about to lose my VIP loyalty tier status, and I canspend a maximum of $50 to retain that, then, for example, buy coupons upto the minimum required amount;

Etc.

In some embodiments, the instant invention allows player(s) set numerousprogrammed software robots that would each act either independent and/orin cooperation with one or more other programmed software robot(s) ofthe same player(s) and/or other player(s) (i.e., botnet-type ofinteraction).

4. Examples Related to a Wishlist and Playing for Someone Else (e.g.,Gift Coupons/Tickets, Etc.)

In some embodiments, rule(s) and/or programmed software robot(s)specified by first player(s) generate(s) potential coupons/tickets forentry in each draw. In some embodiments, other predefined potentialentries are first player(s)' favorite numbers and/or favoritecoupons/tickets. In some embodiments, all first payer(s)' definedcombinations result in a list of potential coupons/tickets to be playedby first player(s). In some embodiments, first player(s) pay(s) andplay(s) a portion of coupons/tickets from the list of potentialcoupons/tickets (i.e., first player(s) submit(s) some coupons/tickets tothe draw based on either automatic or manual selection).

In some embodiments, any unplaced remainder of coupons/tickets becomes awishlist. In some embodiments, this wishlist can be accessible to othersecond player(s) such as, but are not limited to, friends, which can bedefined, by player(s) and/or the programmed systems of the instantinvention to be such, based at least in part on an internal relationship(e.g., like friends from a lottery website) and/or an externalrelationship (e.g., like friends from facebook), email contacts, etc. Insome embodiments, these other second player(s) then have an option tomanually and/or based on an automatically programmed robot to pay toplay those unused coupons/tickets on the first player(s)' behalf (i.e.,these other second player(s) will be gifting the reminder of unusedcoupons/tickets to first player(s) from first player(s)' wish list). Insome embodiments, the instant invention can allow to the firstplayer(s), the second player(s), a game conducting operator, or anycombination thereof, to establish, for example, whether the secondplayer(s) pay the full amount or not for the reminder of unusedcoupons/tickets, whether the second player(s) also win something orshare winnings, etc.

5. Examples Related to Collaborative Coupon/Ticket Creation

In some embodiments, the instant invention allows players tocreate/generate game data (e.g., jointly come up with numbers for alottery coupon/ticket) to play jointly either by providing numbers tosomeone submitting the game data (e.g., coupon/ticket) and/or by, forexample, giving collaborators an incomplete game data (e.g., incompletecoupon/ticket) to complete and submit.

For example, in some embodiments, the instant invention allows playersto collaborate with other through their accounts with a personalizedgame (e.g., lottery) operator in at least one of the following ways, butare not limited to:

1) incomplete game data (e.g., coupons/tickets) for joint submission canbe generated manually and shared with other players;

2) incomplete game data (e.g., coupons/tickets) can also be generatedbased on programmed robots of the instant invention and sent viapredetermined means of sharing, such as, but are not limited to, email,NFC, bluetooth, instant messaging, etc.;

3) a recipient of incomplete game data (e.g., coupons/tickets) can alsohave the programmed robots of the instant invention and automated rulesin place to complete the game data and submit with or without manualcontrol (e.g., if any of my close friends send an incomplete coupon thencomplete it at random and submit or pass on to the next one on the listprovided that the cost for me will not exceed $5 for this application ofthe rule and $10 in total from this rule and this draw).

5. Examples Related to Game Data Wizards Linked with the ProgrammedRobots of the Instant Invention

In some embodiments, the instant invention allows player(s) to utilizecomplex statistical filters to create potential game data (e.g.,potential coupon/tickets entry(ies) for next week's draws, etc).

In one example, the statistical filters can be utilized to createpotential coupons/columns in playing a lottery game, as follows:

1) Start with all potential combinations of the game

2) Exclude any number appearing in the last two draws

3) Exclude any column that:

-   -   Has more than 2 consecutive numbers    -   Has more than X odd numbers (same for even)    -   Has more than 3 numbers from the same decade    -   Has more than 3 numbers ending in the same digit.

In another example, the statistical filters can operate as describedbelow.

In some embodiments, the statistical filters can be based on statisticaltables. An exemplary filter first calculates the statistics of selectedpast draws (e.g., Expert Lotto 6/49 Demo Lottery) and then accepts onlytickets that have desired values in selected column(s) in statisticaltable.

A player, for example, chooses past winning numbers draws to calculatedraw interval statistics from. The player then selects which statisticalproperty the filter will evaluate. The player then selects desiredstatistical table column(s) in Table 1 and the required value or valuerange the accepted tickets must have. The player can add additionalcondition. The player can then select an option Match all of thefollowing to make the filter accept only tickets that meet all theconditions listed in the table. The player can then select an optionMatch any of the following makes the filter accept tickets that meet atleast one of the listed conditions. The player can then add anotherfiltering option: Applies to X to Y in each ticket. That is because whenfiltering e.g. according to statistics of ticket numbers then eachaccepted ticket can contain up to 6 numbers that the filter'sstatistical condition(s) pull from the whole number pool (in a 6/xxlottery).

The conditions in Statistical Filter look like this:

StatisticalTableColumnName Operator NumericalValue

Where the StatisticalTableColumnName is one of:

Occurrence—how many times a given statistical property value has beenfound in analyzed past draws. For example pool number 6 has been found 3times in ten latest draws.

Occurrence Percentage—the same value as Occurrence but it is given as apercentage of all occurrences.

Latest—how many draws elapsed since the last occurrence of a givenstatistical property. For example number 11 has been last drawn 8 drawsago. While number 23 came up in the very latest draw so itscorresponding value in Latest column in statistical table is 1.

AVG Interval—average count of draws that elapsed between two followingoccurrences of a given statistical property value in analyzed pastdraws. For example average interval 4 of pool number 6 means that number6 hits on average in every fourth draw.

Min Interval—the lowest count of draws that elapsed between twofollowing occurrences of a given statistical property value in analyzedpast draws. For example minimum interval of 3 of pool number 23 meansthat the number hit again after two draws at the earliest. While minimuminterval of 1 of pool number 11 means that the number hit again in thevery next draw since its previous occurrence.

Max Interval—the highest count of draws that elapsed between twofollowing occurrences of a given statistical property value in analyzedpast draws. For example maximum interval of 5 of pool number 6 meansthat the longest delay between two following hits of that number is 5draws.

Due—statistical probability that a given property will hit in the nextdraw. Due values lower than 1 mean that the given property isn'texpected in the next draw. Due value higher than 1 mean that the givenproperty is long overdue and should hit in the next draw. Due valuesclose to 1 mean that the given property is very close to its average hitcycle and should come up in the next draw. For example Due value of 6.00of pool number 30 means that the number is long overdue because onaverage it hits in every draw and now hasn't come up in six latest draws(applies to the 10 latest draws in Expert Lotto 6/49 Demo Lottery).

TABLE 1 Operator Example Meaning = Ticket Numbers: Select pool numbersthat appear Occurrence = 5 exactly 5 times in the selected past draws. >Triplets: Latest > 4 Select triplets that haven't hit for more than 4draws in the selected past draws. >= Pairs: Select pairs that appear 3or more Occurrence >= 3 times in the selected past draws. < TicketNumbers: Select pool numbers that hit in the Latest < 3 very latest drawor in previous draw in the selected past draws. <= Pairs: Due <= 0.8Select pairs that are not likely to hit again in the next draw. HighestTicket Numbers: Select 5 ranks of pool numbers that Latest Highest 5haven't hit for the longest time in the selected past draws. LowestTicket Numbers: Due Select 10 ranks of pool numbers that Lowest 10 areleast likely to hit in the next draw.

Operators Highest and Lowest select the best and the worst rankingproperty values. A rank consists of statistical property values thathave the same value in given statistical table column. For example whenanalyzing 10 latest draws in Expert Lotto 6/49 Demo Lottery then theLatest column in Ticket Numbers table sorted in descending order asshown in Table 2.

TABLE 2 Main Number Latest 5 10 31 10 43 10 38 9 11 8 8 8 26 8 48 8 49 820 7 33 7 35 7 30 6 15 6 37 6 32 5 1 5 12 5 24 5 more . . . more . . .

The highest ranking numbers are the ones with Latest value of 10 (5, 31,43), the second best rank is number 39 with Latest value of 9, the thirdbest rank are numbers with Latest value of 8 (11, 8, 26, 48, 49) etc. Sofilter condition Ticket Numbers: Latest Highest 3 will select poolnumbers with Latest values 10, 9 and 8, the numbers are 5, 31, 43, 38,11, 8, 26, 48, 49. Filter condition Ticket Numbers: Latest Highest 1will select pool numbers 5, 31, 43—not just the first row of statisticaltable sorted in descending order. Operator Lowest works the same wayexcept that it looks at the lowest ranking of numbers, i.e. at thebottom of Table 2.

In some embodiments, the instant invention can utilize any othersuitable statistical game/lottery filter as a first step for theplayer(s) to create a potential pool of game data (e.g., possiblecolumns to enter) and then apply filters which are personal to theplayer(s) and relevant to the rules/preferences that player(s) set forthe programmed robots of the instant invention (e.g., the quick pickrules they defined in their accounts with a game/lottery operator). Forexample, in some embodiments, the instant invention allows the player toset the following:

Take the columns pool generated by personal statistical filters andthen:

-   -   Exclude all columns that contain player's unlucky numbers (e.g.,        a number 13);    -   Only use columns that contain numbers generated by any quick        pick selection the player set (e.g., player's favorite        number(s), player's GPS location, etc.);    -   Exclude any column that does not contain at least 4 of the        numbers in player's favorites and quick pick rules; and    -   Exclude any columns where 3 or more numbers are the same or        different to the coupons/tickets that player played in the last        3 months.

In some embodiments, the player may desire to further filter resultsutilizing a personal RNG input randomizer to make further selection. Forexample, if all player's rules result in a pool of 100 coupons/ticketsand the player only desires to play 10 coupons/tickets, then, theinstant invention allows the player to delegate to the programmed systemof the instant invention to choose 10 coupons/tickets for the player,using, for example: a current time of the player's portable electronicdevice, player's age in seconds, player's current locationcoordinates,—as pseudo-randomizer.

Illustrative Functionalities of Exemplary Computer Specialized GameInterfaces Programmed in Accordance with the Instant Invention

View Splash Screen

Splash Screen refers to the presentation of the mobile application logoand operator branding.

View Walkthroughs

Walkthroughs refer to a set of consecutive screens that present andhighlight the main key features of the mobile application. The goal ofwalkthroughs is to educate users on main application functionalities andcreate an engaging first impression of the application.

Register

Registration refers to the process, which is followed by a user in orderto register to the service and get eligible to use it.

Registration process only refers to custom registration. No socialregistration is included (i.e. Facebook, Twitter, Google, etc.).

Registration process includes at least two steps:

-   -   Simple registration    -   Extended registration

Simple registration includes only the first name, last name, e-mail,username and password of the user, as well as the acceptance of theTerms of Service and Privacy Policy of the mobile lottery application.

Extended registration includes a set of other information including, butnot restricted to, gender, date of birth, address, photo.

View Terms of Service

Terms of Service refer to the presentation of the Terms of Service ofthe mobile lottery application to a user.

View Privacy Policy

Privacy Policy refers to the presentation of the Privacy Policy of themobile lottery application to a user.

Login

Login refers to the process, which is followed by a user in order to login the service and start using it.

Login process only refers to custom login process, similar to theregistration process. No social login is included.

Login process includes the insertion of username and password, as wellas the option to remember player information for future use (i.e.Remember me option).

Remind/Reset Password

Remind/reset password refers to the process, which is followed by a userin order to retrieve its password.

Remind/reset password process includes the insertion of the e-mailand/or the username of the user in order to send the user a new passwordor reset the current one.

View Available Games

The mobile lottery application is designed to host and provide a usermore than one available game (i.e. Joker, Lotto, etc.). Applicationstructure and navigation will enable end users quickly access all games.

For every available game there are at least two modes available:

-   -   Information mode    -   Live draw mode

Information Mode

For every available game at least the following set of information isavailable:

-   -   Countdown to next draw    -   Jackpot level    -   Play now (with immediate presentation of draft/saved coupons for        even faster gameplay)    -   Previous results    -   My Inbox    -   Information (how to play, etc.)

These options include both presentation of the information and directlinks to the respective sections of the mobile application, where a useris able to find more information about each section.

Live Draw Mode

For every available game a set of information is available:

-   -   Live draw information (i.e. numbers of current draw)    -   Matched coupon(s) of user (i.e. the coupon(s) that win based on        the current draw)    -   Jackpot level    -   Play now (for next draws and with immediate presentation of        draft/saved coupons for even faster gameplay)    -   Previous results    -   My Inbox    -   Information (how to play, etc.)

These options include both presentation of the information and directlinks to the respective sections of the mobile application, where a useris able to find more information about each section.

View More Application Options

More application options refer to the set of screens, which comprisefunctionalities available for all games, irrespective of the discretecharacteristics of each game.

These options can include at least one of the following:

-   -   Manage My Account    -   Manage Settings    -   View Stores    -   Scan Coupon    -   Information (“About”) regarding the application    -   Social Sharing of the application

Manage My Account

The Manage My Account option refers to a set of options, which are usedby a user in order to have access to any information is related to him.

These options can include at least one of the following:

-   -   Manage Profile Information    -   View Loyalty    -   Manage Payments    -   View History    -   View Statistics    -   Manage Favorites

Manage Profile Information

Profile information refers to the profile of a user, which was insertedduring the registration phase. This information is available both forpresentation and editing.

Manage Payments

Payments refer to the available payment options, which are available toa user in order to use for a specific game. Payments are tightlyconnected to the backend infrastructure of the mobile lotteryapplication and are not included in this specification. In someembodiments, payment options can include, such as, but not limited to,e-wallet, demo (free play) for player acquisition, direct charge tocredit/debit or other card, personal bank account, charge on the carrier(e.g., AT&T, Vodafone,) etc.

View Loyalty

Loyalty refers to a set of options, which are available to a user andare related to loyalty schemes that the operator offers to its players.Loyalty is tightly connected to the backend infrastructure and theoperator of the mobile lottery application and is not included in thisspecification.

View History

History refers to the presentation of all transactions that a user hasperformed via the mobile application.

These transactions are split in the following categories:

-   -   Payments (i.e. deposits, etc.)    -   Account (i.e. last login, etc.)    -   Coupons (i.e. all played coupons and results, all saved coupons)

For each transaction, a user is able to view extended information.

Options to filter and/or search for a specific transaction are alsoavailable. Main option for filtering is date.

Specifically for the played coupons, a user is able to re-play a coupon.

View Statistics

Statistics refer to the presentation of useful information to the userregarding the past draws and its past coupons. Simple representation ofdata is included (i.e. not dynamic graphs).

Manage Favorites (e.g., Numbers and/or Coupons)

Favorites refer to the set of options, which are used by a user in orderto specify either its favorites numbers in general or a favorite couponfor a specific game.

Manage Settings

Settings refer to the functionality, which is used by a user in order tospecify and configure a set of parameters regarding the use andpresentation of the mobile application and its available games.

Such settings include (but they are not restricted to):

-   -   Language settings    -   Time and/or Timezone settings    -   Logout

View Stores

View stores refer to the functionality, which is used by a user in orderto view and find stores of the operator.

Available options can be (but they are not restricted to):

-   -   View current user location    -   Find store either using user location or searching for a        specific address    -   Select specific store and view store information    -   Get directions for specific store    -   Call specific store    -   Check-in at a specific store

View Information (“About”)

Information refers to a set of screens, which present a set ofinformation regarding the mobile lottery application and the availablegames.

Such information includes (but it is not restricted to):

-   -   Game Operator about page    -   Help page    -   How-to (i.e. rules, etc.) page    -   Payments information page    -   Responsible gaming and limits information page    -   Loyalty information page

Scan Coupon

Scan coupon refers to the process, which can be used by a user to scan aprinted coupon in order to check the results.

An option to add a printed coupon to the past coupons of a user afterthe scanning is also included.

Share Information

Share information refers to the options that are available to a user inorder share information about the mobile application and/or a specificgame.

These share options include (but they are not restricted to):

-   -   E-mail share functionality    -   Facebook share functionality    -   Twitter share functionality    -   SMS share functionality    -   Google+ share functionality

Play

Play refers to the process, which is followed by a user in order toplace a set of coupons for a specific game.

For each game, there is a standard set of rules, which must be followedin order to complete the play process. Besides these rules, all gamescan include, for example, at least one of the following features:

-   -   Select column    -   Pick numbers        -   Manual pick        -   Random quick pick        -   Tilt quick pick        -   Favorites (numbers or coupons) quick pick        -   Past coupons quick pick    -   Select next draw and/or consecutive draws (select start date)    -   Play coupon or issue coupon barcode    -   Save coupon for later    -   Present cost of coupon

View Live Draw

Live draw refers to the process, which is used to show to the user thenumbers of the live draw.

Except the numbers of the live draw, the matched coupons of the user arealso presented as well as information about the current jackpot.

View Past Draws

Past draws refer to the presentation of the past results of a draw for aspecific game.

Available information for the past results of a draw can include one ofmore of the following:

-   -   Numbers of draw    -   Distributed prizes    -   User matched coupons

Options to filter and/or search for a specific draw are also available.These options can include, for example:

-   -   Search by date    -   Search by draw number

Manage Inbox

Inbox refers to a set of options, which are used in order to present auser various alerts about the mobile lottery application and/or theavailable games.

These alerts can be split into a plurality of the following categories:

-   -   Draws& Results    -   Jackpots    -   Promotions    -   Loyalty

A user is able to manage specific parameters for each type of alert(i.e. jackpot level, alarm offset, etc).

In some embodiments, the above described programmed interfaces isutilized to send alerts to a mobile lottery application.

Television

In some embodiments, the inventive system(s) of the present inventionis/are configured to provide a distribution channel, where thedistribution channel is provided by a smart TV (e.g., Samsung Smart TV),and to provide a feature(s) and/or functionality(s) substantiallysimilar to a mobile lottery application for, e.g., smartphones, tablets,etc. In some embodiments, the inventive system is configured to accept acoupon/ticket from a user, where the coupon/ticket is received from anapplication on the user's smartphone, where the coupon/ticket isprovided to the application dynamically and/or in real time. In someembodiments, the application/smart TV can provide a second screen forthe smart TV/application.

Interaction:

In some embodiments, the inventive system(s) of the present inventionis/are configured to deliver at least one push notification to a user'smobile device, where the at least one push notification is configured toprovide information to the user about a future live draw. In someembodiments, the inventive system(s) is/are configured to deliver a pushnotification to the user's mobile device to provide informationregarding the live draw at the time that the live draw is occurring. Insome embodiments, the inventive system(s) is/are configured to provide auser with sufficient information to permit a user enough time to gainaccess to the TV and the application and to provide the user with aselection criteria, where the selection criteria provides an option toview the live draw. In some embodiments, the inventive system(s) is/areconfigured to receive a user's selection of the option to view the livedraw, and the screen is configured to partition into at least twosections (e.g., 2 sections, 3 sections, 4 sections, 5 sections, etc.).In some embodiments, a first section of the screen (e.g., top, bottom,left, right) is configured to display the live draw of the numbers, anda second section of the screen (e.g., bottom, top, right, left) isconfigured to display the coupon(s)/ticket(s) provided by the user,where the coupon(s)/ticket(s) is/are specific to the live draw (i.e.,game). In some embodiments, the inventive system(s) is/are configured tocompare the coupon(s)/ticket(s) to the live draw, recognize thecoupon(s)/ticket(s) when a first number is drawn, record any coupon(s)(if any) that contain an identical number to the live draw, display theidentical number to the user (e.g., at the top of the TV and/orapplication screen).

In some embodiments, the inventive system(s) of the present inventionis/are configured to provide a push notification message to the user'sdevice, where the user's device is configured to recognize an identicalnumber (e.g., a ticket was identified to be identical to at least onenumber provided by the live draw) and where the recognition of theidentical number has occurred, where the push notification is configuredto display a congratulatory message to the user on his winnings. In someembodiments, upon completion of the live draw, the inventive system(s)is/are configured to provide a push notification message to the user,when the user is identified by the inventive system(s) as a winner,where the push notification is configured to deliver a message to theuser, where the message displays a congratulatory message (e.g.,“Congratulations on your winnings”).

Retail Sports

In some embodiments, the inventive system(s) of the present invention isconfigured to provide(s) a push notification message containing a QRcode, where the push notification message provides an invitation to theuser, and where the invitation contains information regarding a retailshop(s) (e.g., Sports Authority invites you to have VIP treatmentincluding, e.g., a discount (e.g., 20%)).

In some embodiments, the inventive system(s) of the present invention(s)is/are configured to allow a user to download a mobile lotteryapplication onto a mobile device (e.g., when a user is provided with aQR code on, e.g., a retail shop and/or the user previouslydownloaded/used the application on the mobile device). In someembodiments, the inventive system(s) is/are configured to provide theuser with a push notification (e.g., the push notification containing aQR code) with an invitation to visit at least one retail shop for, e.g.,“VIP treatment” (e.g., discounts, personal shopping, prize(s), anyadditional incentive, or any combination thereof).

Game Setup:

In some embodiments, the inventive system(s) is/are configured toinclude:

(i) A TV monitor and/or Projector, a processing unit (PC or Laptop) withcamera;

(ii) A motion detector sensor; and

(iii) A marked position for the user to occupy (e.g., stand/sit) andplay.

In some embodiments, the inventive system(s) of the present inventionis/are configured to provide the user entry into (i.e., come intocontact with) a retail point (e.g., a store, a kiosk, etc.) and the useris provided with a personalized message on the TV inviting him to playthe game (e.g., a personalized game focusing on a sports theme). In someembodiments, the inventive system(s) is/are configured to receive auser's scan of the QR code (e.g., the QR code present on the mobiledevice), and the inventive system(s) is/are configured to provide amessage on the TV (e.g., but not limited to, “Take position to play”).

In some embodiments, the inventive system(s) is/are configured toprovide(s) an animation on the TV, where the animation includes a sportsrelated theme, e.g., a Football Goalpost (e.g., standard size), wherethe animation is displayed with virtual numbered balls inside thegoalpost spread, e.g., randomly or organized. In some embodiments, theinventive system(s) is/are configured to record a user's kick, anddepending on the movement of the leg (e.g., motion sensor technology,such as, but not limited to, Microsoft Kinect), virtual ball isconfigured to move towards the goalpost and the inventive system(s)is/are configured to select a numbered ball. In some embodiments, theinventive system(s) is/are configured to record a plurality of kicks andselect a plurality of numbered balls. In some embodiments, a coupon isgenerated by the selection of the numbered balls depending on thepersonalized game (e.g., lottery game). In some embodiments, thecompleted coupon can be: (1) received as a submission to the Lotterymachines (e.g., directly) waiting for the user to go to the retailer topay in cash, and/or (2) the completed coupon can be sent as a pushnotification containing a QR code to the user. In some embodiments, thepush notification can be configured to be (1) scanned and received bythe retail shop upon submitting the coupon, and/or (2) provide directelectronic playing from the mobile device.

In some embodiments, the inventive system(s) of the present inventionprovide a personalized game to the user, where the personalized game canbe chosen from, but are not limited to, the following games: basketball,tennis, rugby, American football, golf, swimming/aquatics, curling,soccer, lacrosse, skiing (alpine and cross-country), cycling,volleyball, archery, badminton, boxing, judo, rowing, shooting, tabletennis, weightlifting, etc.). In some embodiments, each player isassigned a score based on specific rules of the personalized game (e.g.speed of a ball, skill level to reach the corners of the goalpost,numbers selected, secret magic red ball multiplier, etc.). In someembodiments, this score is displayed on the TV screen at all times, andis configured to serve as a ranking (e.g., “Top Players Ranking Score”)for a plurality of users. In some embodiments, the ranking is configuredto provide gifts at predefined periods; for example, the inventivesystem(s) is/are configured to identify when a user is outpaced byanother player in the retail shop, and the inventive system(s) is/areconfigured to then provide the user with an alert to visit the retailshop and play again by submitting another ticket to defend his topposition title to claim a possible prize.

Illustrative Operating Environments

In some embodiments, the innovative programmed systems can be operatedover other operating systems, such as, but not limited to, iOS andAndroid. In some embodiments, the innovative programmed systems can benative to a software platform and/or incorporate programming modulesbased at least in part on HTML5-based tools like PhoneGap or Sencha. Insome embodiments, the innovative programmed systems can include modulesthat are programmed to provide intelligent dynamic promotion andadvertising, mobile payments, augmented reality, etc.

FIG. 1 illustrates one embodiment of an environment in which the presentinvention may operate. However, not all of these components may berequired to practice the invention, and variations in the arrangementand type of the components may be made without departing from the spiritor scope of the invention. In some embodiment, the inventive system forconducting a personalized game hosts a large number of members (e.g., atleast 1,000, at least 10,000; at least 100,000; at least 1,000,000)and/or concurrent transactions (e.g., at least 1,000; at least 10,000;at least 100,000; at least 1,000,000). In other embodiments, theinventive system for conducting a personalized game is based on ascalable computer and network architecture that incorporates variesstrategies for assessing the data, caching, searching, and databaseconnection pooling. An example of the scalable architecture is anarchitecture that is capable of operating multiple servers.

In embodiments, members of the inventive computer system 102-104 (e.g.user (e.g. players, agents, etc.) include virtually any computing devicecapable of receiving and sending a message over a network, such asnetwork 105, to and from another computing device, such as servers 106and 107, each other, and the like. In embodiments, the set of suchdevices includes devices that typically connect using a wiredcommunications medium such as personal computers, multiprocessorsystems, microprocessor-based or programmable consumer electronics,network PCs, and the like. In embodiments, the set of such devices alsoincludes devices that typically connect using a wireless communicationsmedium such as cell phones, smart phones, pagers, walkie talkies, radiofrequency (RF) devices, infrared (IR) devices, CBs, integrated devicescombining one or more of the preceding devices, or virtually any mobiledevice, and the like. Similarly, in embodiments, client devices 102-104are any device that is capable of connecting using a wired or wirelesscommunication medium such as a PDA, POCKET PC, wearable computer, andany other device that is equipped to communicate over a wired and/orwireless communication medium.

In embodiments, each member device within member devices 102-104 mayinclude a browser application that is configured to receive and to sendweb pages, and the like. In embodiments, the browser application may beconfigured to receive and display graphics, text, multimedia, and thelike, employing virtually any web based language, including, but notlimited to Standard Generalized Markup Language (SMGL), such asHyperText Markup Language (HTML), a wireless application protocol (WAP),a Handheld Device Markup Language (HDML), such as Wireless MarkupLanguage (WML), WMLScript, JavaScript, and the like. In embodiments, theinvention is programmed in either Java or .Net.

In embodiments, member devices 102-104 may be further configured toreceive a message from the another computing device employing anothermechanism, including, but not limited to email, Short Message Service(SMS), Multimedia Message Service (MMS), instant messaging (IM),internet relay chat (IRC), mIRC, Jabber, and the like.

In embodiments, network 105 may be configured to couple one computingdevice to another computing device to enable them to communicate. Inembodiments, network 105 may be enabled to employ any form of computerreadable media for communicating information from one electronic deviceto another. Also, in embodiments, network 105 may include a wirelessinterface, and/or a wired interface, such as the Internet, in additionto local area networks (LANs), wide area networks (WANs), directconnections, such as through a universal serial bus (USB) port, otherforms of computer-readable media, or any combination thereof. Inembodiments, on an interconnected set of LANs, including those based ondiffering architectures and protocols, a router may act as a linkbetween LANs, enabling messages to be sent from one to another.

Also, in some embodiments, communication links within LANs typicallyinclude twisted wire pair or coaxial cable, while communication linksbetween networks may utilize analog telephone lines, full or fractionaldedicated digital lines including T1, T2, T3, and T4, IntegratedServices Digital Networks (ISDNs), Digital Subscriber Lines (DSLs),wireless links including satellite links, or other communications linksknown to those skilled in the art. Furthermore, in some embodiments,remote computers and other related electronic devices could be remotelyconnected to either LANs or WANs via a modem and temporary telephonelink. In essence, in some embodiments, network 105 includes anycommunication method by which information may travel between clientdevices 102-104, and servers 106 and 107.

FIG. 2 shows another exemplary embodiment of the computer and networkarchitecture that supports the inventive system for conducting apersonalized game. The member devices 202 a, 202 b thru 202 n shown(e.g., lottery terminals, players' personal electronic devices) each atleast includes a computer-readable medium, such as a random accessmemory (RAM) 208 coupled to a processor 210 or FLASH memory. Theprocessor 210 may execute computer-executable program instructionsstored in memory 208. Such processors comprise a microprocessor, anASIC, and state machines. Such processors comprise, or may be incommunication with, media, for example computer-readable media, whichstores instructions that, when executed by the processor, cause theprocessor to perform the steps described herein. Embodiments ofcomputer-readable media may include, but are not limited to, anelectronic, optical, magnetic, or other storage or transmission devicecapable of providing a processor, such as the processor 210 of client202 a, with computer-readable instructions. Other examples of suitablemedia may include, but are not limited to, a floppy disk, CD-ROM, DVD,magnetic disk, memory chip, ROM, RAM, an ASIC, a configured processor,all optical media, all magnetic tape or other magnetic media, or anyother medium from which a computer processor can read instructions.Also, various other forms of computer-readable media may transmit orcarry instructions to a computer, including a router, private or publicnetwork, or other transmission device or channel, both wired andwireless. The instructions may comprise code from anycomputer-programming language, including, for example, C, C++, C#,Visual Basic, Java, Python, Perl, and JavaScript.

Member devices 202 a-n may also comprise a number of external orinternal devices such as a mouse, a CD-ROM, DVD, a keyboard, a display,or other input or output devices. Examples of client devices 202 a-n maybe personal computers, digital assistants, personal digital assistants,cellular phones, mobile phones, smart phones, pagers, digital tablets,laptop computers, Internet appliances, and other processor-baseddevices. In general, a client device 202 a are be any type ofprocessor-based platform that is connected to a network 206 and thatinteracts with one or more application programs. Client devices 202 a-nmay operate on any operating system capable of supporting a browser orbrowser-enabled application, such as Microsoft™, Windows™, or Linux. Theclient devices 202 a-n shown may include, for example, personalcomputers executing a browser application program such as MicrosoftCorporation's Internet Explorer™, Apple Computer, Inc.'s Safari™,Mozilla Firefox, and Opera. Through the client devices 202 a-n, users(e.g. players, agents, etc.) 212 a-n communicate over the network 206with each other and with other systems and devices coupled to thenetwork 206. As shown in FIG. 2, server devices 204 and 213 may be alsocoupled to the network 206.

In some embodiments, the term “mobile electronic device” may refer toany portable electronic device that may or may not be enabled withlocation tracking functionality. For example, a mobile electronic devicecan include, but is not limited to, a mobile phone, Personal DigitalAssistant (PDA), Blackberry™, Pager, Smartphone, or any other reasonablemobile electronic device. For ease, at times the above variations arenot listed or are only partially listed, this is in no way meant to be alimitation.

In some embodiments, the terms “proximity detection,” “locating,”“location data,” “location information,” and “location tracking” as usedherein may refer to any form of location tracking technology or locatingmethod that can be used to provide a location of a mobile electronicdevice, such as, but not limited to, at least one of locationinformation manually input by a user, such as, but not limited toentering the city, town, municipality, zip code, area code, crossstreets, or by any other reasonable entry to determine a geographicalarea; Global Positions Systems (GPS); GPS accessed using Bluetooth™; GPSaccessed using any reasonable form of wireless and/or non-wirelesscommunication; WiFi™ server location data; Bluetooth™ based locationdata; triangulation such as, but not limited to, network basedtriangulation, WiFi™ server information based triangulation, Bluetooth™server information based triangulation; Cell Identification basedtriangulation, Enhanced Cell Identification based triangulation,Uplink-Time difference of arrival (U-TDOA) based triangulation, Time ofarrival (TOA) based triangulation, Angle of arrival (AOA) basedtriangulation; techniques and systems using a geographic coordinatesystem such as, but not limited to, longitudinal and latitudinal based,geodesic height based, cartesian coordinates based; Radio FrequencyIdentification such as, but not limited to, Long range RFID, Short rangeRFID; using any form of RFID tag such as, but not limited to active RFIDtags, passive RFID tags, battery assisted passive RFID tags; or anyother reasonable way to determine location. For ease, at times the abovevariations are not listed or are only partially listed, this is in noway meant to be a limitation.

In some embodiments, NFC can represent a short-range wirelesscommunications technology in which NFC-enabled devices are “swiped,”“bumped,” “tap” or otherwise moved in close proximity to communicate. Insome embodiments, NFC could include a set of short-range wirelesstechnologies, typically requiring a distance of 10 cm or less.

In some embodiment, NFC can operates at 13.56 MHz on ISO/IEC 18000-3 airinterface and at rates ranging from 106 kbit/s to 424 kbit/s. In someembodiments, NFC can involve an initiator and a target; the initiatoractively generates an RF field that can power a passive target. In someembodiment, this can enable NFC targets to take very simple form factorssuch as tags, stickers, key fobs, or cards that do not requirebatteries. In some embodiments, NFC peer-to-peer communication can beconducted when a plurality of NFC-enable device within close proximityof each other.

In some embodiments, NFC tags can contain data and be read-only orrewriteable. In some embodiment, NFC tags can be custom-encoded. In someembodiments, NFC tags and/or NFC-enabled device (e.g., smart phones withNFC capabilities) can securely store personal data such as debit andcredit card information, loyalty program data, PINs and networkingcontacts, among other information.

In some embodiments, lottery data may also be communicated using anywireless means of communication, such as 4G, 3G, GSM, GPRS, WiFi, WiMax,and other remote local or remote wireless communication usinginformation obtained via the interfacing of a wireless NFC enabledmobile device to a smart poster. In some embodiments, the term “wirelesscommunications” includes communications conducted at ISO 14443 and ISO18092 interfaces. In some embodiments, the communications betweenplayer's NFC-enabled smart device and lottery provided equipment (e.g.,terminals, POS, POE, Hosts) is performed, for example, in accordancewith the ISO 14443A/B standard and/or the ISO 18092 standard.

In some embodiments, player's NFC-enabled smart device and/or lotteryprovided equipment (e.g., terminals, POS, POE, Hosts) can include one ormore additional transceivers (e.g., radio, Bluetooth, and/or WiFitransceivers) and associated antennas, and enabled to communicate witheach other by way of one or more mobile and/or wireless protocols.

In some embodiments, NFC tags can include one or more integratedcircuits.

In some embodiments, player's NFC-enabled smart device may include acellular transceiver coupled to the processor and receiving a cellularnetwork timing signal. In some embodiments, player's NFC-enabled smartdevice may further include a satellite positioning receiver coupled tothe processor and receiving a satellite positioning system timingsignal, and the processor may accordingly be configured to synchronizethe internal timing signal to the satellite positioning system timingsignal as the external timing signal. In some embodiments, the processorof player's NFC-enabled smart device may be configured to synchronizethe internal timing signal to the common external system timing signalvia the NFC circuit.

In some embodiments, player's NFC-enabled smart device may include apower source, an NFC circuit configured to wirelessly communicate usingan NFC communications protocol, and a processor coupled to the powersource and the NFC circuit. In some embodiments, the processor ofplayer's NFC-enabled smart device may be configured to synchronize aninternal timing signal to an external timing signal, cycle power to theNFC circuit to periodically switch the NFC circuit between apeer-to-peer recognition state and a low power state based upon thesynchronized internal timing signal, and initiate peer-to-peer NFCcommunications with another NFC device when in range thereof and uponbeing simultaneously switched to the peer-to-peer recognition statetherewith.

In some embodiments, player's NFC-enabled smart device may include arelated physical computer-readable medium and may havecomputer-executable instructions for causing player's NFC-enabled smartdevice to initiating peer-to-peer NFC communications with another NFCdevice when in range thereof and upon being simultaneously switched tothe peer-to-peer recognition state therewith.

In some embodiments, the processor of player's NFC-enabled smart devicemay be configured for communicating wireless voice and data via acellular transceiver via a cellular communications network. By way ofexample, the data communications may include, but not limited to, emailmessages, Web data, etc. In some embodiments, player's NFC-enabled smartdevice may in addition (or instead) include other types of wirelesscommunications circuits capable of transmitting voice or other data,such as a wireless LAN, WiMAX, etc., circuit. In some embodiments, theprocessor of player's NFC-enabled smart device may proceed directly tocommunicate with the trusted NFC device, and in the case of a “smartposter” NFC device (e.g., SLP/SLS), such as one configured to pass aUniform Resource Locator (URL), the processor may automatically direct abrowser application thereof to the URL without prompting for permissionto proceed to the designated location.

Illustrative Examples for Conducting and Participating in Lottery Games

Example 1

In some embodiments, lottery games of the present invention areconducted utilizing NFC devices that can include, but are not limitedto, one or more Smart Lottery Poster (SLP) or a Smart Lottery Spot(“SLS”) having one or more wireless tags (“NFC tags”). In someembodiments, NFC tagged spots (SLP, SLS) can be in one or more of thefollowing formats or other: wall posters, street posters, POS (point ofservice locations), terminals, newspapers, magazines, NFC-enabled TV,etc.

In some embodiments, players' NFC-enabled devices selectively recognizeonly certain NFC tagged spots (SLP, SLS or other NFC-tagged spots incooperation with the Lottery Host) and disregard others (e.g., NFCtagged spots belonging to a particular retailer).

In some embodiments, NFC taps location must be known by the lottery hostsystem.

In some embodiments, players' NFC-enabled devices must be enabled formobile client tracking.

In some embodiments, one or more NFC tags can be arranged on a SLP in aparticular grid arrangement. In some embodiments, the NFC tags can beoverlaid with an artistic drawing, so that, for example, on top of eachtag one corresponding lottery game indicia, e.g. number, is shown. Insome embodiments, each NFC tag can be assigned the lottery indicia, e.g.shown over it on the overlay. In some embodiments, the NFC tags (andtherefore their respective indicia, e.g. numbers) can be arranged in anorderly manner on the grid, for example following a numeric order.

In some embodiments, a potential player of lottery, who owns anNFC-enabled personal device (mobile phone, PDA, tablet etc) and wishesto participate in a lottery game, can walk up to a NFC spot, e.g. SLP,and select their lottery participation options by bringing the NFCdevice in a proximity to (or tap on) the desired indicia, e.g.number(s), on the SLP, one by one. In some embodiments, this action canbe repeated for as many indicia, e.g. numbers, as desired. In someembodiments, during the process of communicating with the SLS, theNFC-enabled device will interrogate for the proximity of an NFC tag,and, if a tag is detected, the tag is interrogated about its numberassignment. In some embodiments, the NFC tag can respond with a lotteryindicia, e.g. number, assigned to it and the device can store the tagresponses (and therefore the player selections) using a softwareprogrammed to receive and communicate information utilizing NFCprotocols. In some embodiments, a set of selected numbers can be used tocreate an electronic lottery play slip which can then be transferred toa lottery conducting agency for validation, using, for example, anelectronic message, or a barcode formed on the device screen, or anyother suitable technologies.

The present invention is explained with reference to the attacheddrawings, wherein like structures are referred to by like numeralsthroughout the several views. The drawings shown are not necessarily toscale, with emphasis instead generally being placed upon illustratingthe principles of the present invention. Further, some features may beexaggerated to show details of particular components.

The figures constitute a part of this specification and includeillustrative embodiments of the present invention and illustrate variousobjects and features thereof. Further, the figures are not necessarilyto scale, some features may be exaggerated to show details of particularcomponents. In addition, any measurements, specifications and the likeshown in the figures are intended to be illustrative, and notrestrictive. Therefore, specific structural and functional detailsdisclosed herein are not to be interpreted as limiting, but merely as arepresentative basis for teaching one skilled in the art to variouslyemploy the present invention.

For purposes of the instant description, the terms “cloud,” “Internetcloud,” “cloud computing,” “cloud architecture,” and similar termscorrespond to at least one of the following: (1) a large number ofcomputers connected through a real-time communication network (e.g.,Internet); (2) providing the ability to run a program or application onmany connected computers (e.g., physical machines, virtual machines(VMs)) at the same time; (3) network-based services, which appear to beprovided by real server hardware, and are in fact served up by virtualhardware (e.g., virtual servers), simulated by software running on oneor more real machines (e.g., allowing to be moved around and scaled up(or down) on the fly without affecting the end user). In someembodiments, the instant invention offers/manages the cloudcomputing/architecture as, but not limiting to: infrastructure a service(IaaS), platform as a service (PaaS), and software as a service (SaaS).FIGS. 3 and 4 illustrate schematics of exemplary implementations of thecloud computing/architecture.

Of note, the embodiments described herein may, of course, be implementedusing any appropriate computer system hardware and/or computer systemsoftware. In this regard, those of ordinary skill in the art are wellversed in the type of computer hardware that may be used (e.g., amainframe, a mini-computer, a personal computer (“PC”), a network (e.g.,an intranet and/or the internet)), the type of computer programmingtechniques that may be used (e.g., object oriented programming), and thetype of computer programming languages that may be used (e.g., C++,Basic, AJAX, Javascript). The aforementioned examples are, of course,illustrative and not restrictive.

In some embodiments, the instant invention provides for a computersystem, including: a) at least one server and software stored on acomputer readable medium accessible by the at least one server; wherethe software is at least configured to: i) generate, in real-time, gamedata of at least one personalized game based, at least in part, on atleast one data source, where the at least one data source is identifiedby at least one user, where the at least one data source includes valuescorresponding to at least one of the following parameters: 1) at leastone meteorological condition of at least one particular locality, 2) atleast one sports-related statistic, 3) at least one geographicdescriptors, 4) at least one financial statistic, 5) at least onestatistic regarding at least one activity of the at least one user,being derived from a personal portable computer device of the at leastone user, 6) at least one statistic regarding information being storedon the personal portable computing device of the at least one user, or7) any combination thereof; ii) receive, in real-time, game input fromthe at least one user to play the at least one personalized game, iii)determine, in real-time, an outcome of playing the at least onepersonalized game by the at least one user, and iv) output, inreal-time, the outcome of playing the at least one personalized game tothe at least one user; b) at least one database accessible by the atleast one server and is configured to store the game data of the atleast one personalized game; c) a plurality of specifically programmedinput devices, where each specifically programmed input device isconfigured to: 1) receive, in real-time, a vocal input from at least oneuser; 2) dynamically determine, in real-time, at least one voicecharacteristic of the vocal input from the at least one user, based, atleast in part, on at least one of: (i) a duration of the vocal inputtime, and (ii) an intensity of at least one waveform, where theintensity of at least one waveform is calculated based, at least inpart, on at least one of: (1) a periodic vibration of vocal folds of theat least one user, and (2) an aperiodic sound produced by turbulence ata constriction in a vocal tract of the at least one user; 3) dynamicallydetermine, in real-time, at least one first game entry for the at leastone personalized game, based, at least in part, on the at least onevoice characteristic of the vocal input of the at least one user; 4)receive, in real-time, non-vocal input from the at least one user; 5)dynamically determine, in real-time, at least one second game entry forthe at least one personalized game, based, at least in part, on thenon-vocal input of the at least one user; 6) where the at least onefirst game entry, the at least one second game entry, or both identifythe at least one data source for the at least one personalized gamebeing generated by the software of the at least one server; where the atleast one server, the at least one database and the plurality ofspecifically programmed input devices are connected through a computernetwork; where the plurality of specifically programmed input devicesare at least a thousand of specifically programmed input devices; andwhere the at least one server is configured to manage, in real-time, theat least a thousand of specifically programmed input devices.

In some embodiments, the at least one personalized game is a lotterygame. In some embodiments, the specifically programmed input device is apersonal portable computing device.

In some embodiments, the at least one server is further configured to:determine at least one well-being condition of the at least one userbased, at least in part, on the at least one voice characteristic of thevocal input of the at least one user, wherein the at least onewell-being condition is a condition selected from the group consistingof: tiredness, anxiety, intoxication, a measurable psychologicalcondition, a measurable physiological condition, or any combinationthereof; determine an ability of the at least one user to play the atleast one personalized game based, at least in part, on the at least onewell-being condition of the at least one user; and deliver at least onealert to the at least one user based, at least in part, on the abilityof the at least one user to play the at least one personalized gamebeing determined from the at least one well-being condition of the atleast one user.

In some embodiments, the at least one server is further configured toterminate the at least one personalized game when the at least onewell-being condition is a condition selected from the group consistingof: tiredness, anxiety, intoxication, a measurable psychologicalcondition, a measurable physiological condition, or any combinationthereof.

In some embodiments, each specifically programmed input device isfurther configured to: a) receive at least one payment parameter fromthe at least one user, and b) obtain at least one payment based on theat least one payment parameter being received from the at least oneuser.

In some embodiments, the at least one payment parameter includes atleast one instruction to play the at least one personalized game when apredetermined threshold set by the at least one user is reached, wherethe predetermined threshold identifies at least one of: a predeterminedprize amount, a predetermined wallet balance, a predetermined period oftime elapsed since a previous game, or any combination thereof.

In some embodiments, the at least one server is further configured tocombine the at least one first game entry, the at least one second gameentry, or both, with at least one third game entry being received fromat least one other user to play the at least one personalized game ofthe at least one user.

In some embodiments, the instant invention provides for a computermethod that includes: a) generating, by software, in real-time, gamedata of at least one personalized game based, at least in part, on atleast one data source, where the at least one data source is identifiedby at least one user, where the at least one data source includes valuescorresponding to at least one of the following parameters: 1) at leastone meteorological condition of at least one particular locality, 2) atleast one sports-related statistic, 3) at least one geographicdescriptors, 4) at least one financial statistic, 5) at least onestatistic regarding at least one activity of the at least one user,being derived from a personal portable computer device of the at leastone user, 6) at least one statistic regarding information being storedon the personal portable computing device of the at least one user, or7) any combination thereof, b) receiving, by at least one server, inreal-time, game input from the at least one user to play the at leastone personalized game, c) determining, by the at least one server, inreal-time, an outcome of playing the at least one personalized game bythe at least one user, and d) outputting, by the at least one server, inreal-time, the outcome of playing the at least one personalized game tothe at least one user; e) receiving, by a specifically programmed inputdevice, in real-time, a vocal input from at least one user; f)dynamically determining, by the specifically programmed input device, inreal-time, at least one voice characteristic of the vocal input from theat least one user, based, at least in part, on at least one of: (i) aduration of the vocal input time, and (ii) an intensity of at least onewaveform, where the intensity of at least one waveform is calculatedbased, at least in part, on at least one of: (1) a periodic vibration ofvocal folds of the at least one user, and (2) an aperiodic soundproduced by turbulence at a constriction in a vocal tract of the atleast one user; g) dynamically determining, by the specificallyprogrammed input device, in real-time, at least one first game entry forthe at least one personalized game, based, at least in part, on the atleast one voice characteristic of the vocal input of the at least oneuser; h) receiving, by the specifically programmed input device, inreal-time, non-vocal input from the at least one user; i) dynamicallydetermining, by the specifically programmed input device, in real-time,at least one second game entry for the at least one personalized game,based, at least in part, on the non-vocal input of the at least oneuser; where the at least one first game entry, the at least one secondgame entry, or both identify the at least one data source for the atleast one personalized game being generated by the software of the atleast one server.

In some embodiments, the at least one personalized game is a lotterygame. In some embodiments, the specifically programmed input device is apersonal portable computing device.

In some embodiments, the computer method further includes: determining,by the at least one server, at least one well-being condition of the atleast one user based, at least in part, on the at least one voicecharacteristic of the vocal input of the at least one user, where the atleast one well-being condition is a condition selected from the groupconsisting of: tiredness, anxiety, intoxication, a measurablepsychological condition, a measurable physiological condition, or anycombination thereof; determining, by the at least one server, an abilityof the at least one user to play the at least one personalized gamebased, at least in part, on the at least one well-being condition of theat least one user; and delivering, by the at least one server, at leastone alert to the at least one user based, at least in part, on theability of the at least one user to play the at least one personalizedgame being determined from the at least one well-being condition of theat least one user.

In some embodiments, the computer method includes: terminating, by theat least one server, the at least one personalized game when the atleast one well-being condition is a condition selected from the groupconsisting of: tiredness, anxiety, intoxication, a measurablepsychological condition, a measurable physiological condition, or anycombination thereof.

In some embodiments, the computer method includes: a) receiving, by thespecifically programmed input device, at least one payment parameterfrom the at least one user, and b) obtaining, by the specificallyprogrammed input device, at least one payment based on the at least onepayment parameter being received from the at least one user.

In some embodiments, the at least one payment parameter includes atleast one instruction to play the at least one personalized game when apredetermined threshold set by the at least one user is reached, wherethe predetermined threshold identifies at least one of: a predeterminedprize amount, a predetermined wallet balance, a predetermined period oftime elapsed since a previous game, or any combination thereof.

In some embodiments, the computer method includes: combining, by the atleast one server, the at least one first game entry, the at least onesecond game entry, or both, with at least one third game entry beingreceived from at least one other user to play the at least onepersonalized game of the at least one user.

While a number of embodiments of the present invention have beendescribed, it is understood that these embodiments are illustrativeonly, and not restrictive, and that many modifications may becomeapparent to those of ordinary skill in the art.

What is claimed is:
 1. A computer system, comprising: a) at least oneserver and software stored on a computer readable medium accessible bythe at least one server; wherein the software is at least configured to:i) generate, in real-time, game data of at least one personalized gamebased, at least in part, on at least one data source, wherein the atleast one data source is identified by at least one user, wherein the atleast one data source comprises values corresponding to at least one ofthe following parameters: 1) at least one meteorological condition of atleast one particular locality, 2) at least one sports-related statistic,3) at least one geographic descriptors, 4) at least one financialstatistic, 5) at least one statistic regarding at least one activity ofthe at least one user, being derived from a personal portable computerdevice of the at least one user, 6) at least one statistic regardinginformation being stored on the personal portable computing device ofthe at least one user, or 7) any combination thereof; ii) receive, inreal-time, game input from the at least one user to play the at leastone personalized game, iii) determine, in real-time, an outcome ofplaying the at least one personalized game by the at least one user, andiv) output, in real-time, the outcome of playing the at least onepersonalized game to the at least one user; b) at least one databaseaccessible by the at least one server and is configured to store thegame data of the at least one personalized game; c) a plurality ofspecifically programmed input devices, wherein each specificallyprogrammed input device is configured to: 1) receive, in real-time, avocal input from at least one user; 2) dynamically determine, inreal-time, at least one voice characteristic of the vocal input from theat least one user, based, at least in part, on at least one of: (i) aduration of the vocal input time, and (ii) an intensity of at least onewaveform, wherein the intensity of at least one waveform is calculatedbased, at least in part, on at least one of: (1) a periodic vibration ofvocal folds of the at least one user, and (2) an aperiodic soundproduced by turbulence at a constriction in a vocal tract of the atleast one user; 3) dynamically determine, in real-time, at least onefirst game entry for the at least one personalized game, based, at leastin part, on the at least one voice characteristic of the vocal input ofthe at least one user; 4) receive, in real-time, non-vocal input fromthe at least one user; 5) dynamically determine, in real-time, at leastone second game entry for the at least one personalized game, based, atleast in part, on the non-vocal input of the at least one user; 6)wherein the at least one first game entry, the at least one second gameentry, or both identify the at least one data source for the at leastone personalized game being generated by the software of the at leastone server; wherein the at least one server, the at least one databaseand the plurality of specifically programmed input devices are connectedthrough a computer network; wherein the plurality of specificallyprogrammed input devices are at least a thousand of specificallyprogrammed input devices; and wherein the at least one server isconfigured to manage, in real-time, the at least a thousand ofspecifically programmed input devices.